Material Form. When in the Material Plane, divine entities like Anser have to adopt a material form. The type of form said entity takes varies greatly from person to person. In Anser's case, he can turn into any beast-type creature and gain their physical stats and abilities, but he prefers to turn into a small fox-like creature. His Strength, Dexterity, and Constitution are reduced to 6, 20 and 16 respectively in this form, but his other ability scores stay the same.
Spellcasting. In his material form, Anser is as powerful as a 20-level spellcaster, but is more powerful in his Divine form, as he is no longer restricted to spell slots. However, he is restricted to spells slots in his material form and requires material components. His spellcasting ability is Wisdom (spell save DC 25, +17 to hit with spell attacks). Anser knows every spell in the Druid spell list and has all of them prepared:
Cantrips (at will)
1st level (4 slots)
2nd level (3 slots)
3rd level (3 slots)
4th level (3 slots)
5th level (3 slots)
6th level (2 slots)
7th level (2 slots)
8th level (1 slot)
9th level (1 slot)
Subtle Casting. Even in his material form, Anser does not need Verbal or Somatic components to cast a spell.
New Life at a Cost. Because Anser is a god of nature, he cannot die. Instead, when Anser fails his last death save. Anser absorbs the life of all plants and animals within a mile to regain conscience and regain full HP and repair any permanent damage done to his body. After Anser comes back, all animals drop dead, and all plants wither and die. If there are no plants or animals within a mile, Anser plane shifts to the Celestial Realm to recover for 4d12 days.
Mist Doubles. Anser can create up to 4 copies of its material form out of mist within 20ft. The copies have 20 Hit Points, can only use Bite, and can't pass through strong winds. The doubles have resistance to nonmagical damage, and it has an advantage on Strength, Dexterity, and Constitution saving throws. They can pass through small holes, narrow openings, and even mere cracks, though they treat liquids as though they were solid surfaces.
Bite. Melee Weapon Attack: +17 to hit, 1 target. Hit: 26 (4d8 + 10) piercing damage.
Spirit Flames. Ranged Weapon Attack: +17 to hit, range 120/180 ft., 1 target. Hit: 62 (8d8 + 30) Fire damage. The flames burn at the soul of its victim. Any damage done by this is subtracted from the victim's max Hit Points and can't be healed until the next long rest.
Fire Cracker. (5/day) When Anser is hit with a melee attack, Anser can choose to have flames erupt from his body. Each creature in a 20-foot-radius sphere centered on Anser must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Anser can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Anser regains spent legendary actions at the start of its turn.
Unbound (Costs 1 Action). (1/day) This is only usable when Anser falls below 150 HP. Anser unleashes his hidden power. Anser gains 150 temporary HP, regains his physical stats, he takes only half damage, and he can use Bite twice, Spirit Flames, or one each in one turn. When he uses this, he adopts the appearence of his divine form and his size changes to large. These effects last until he runs out of temporary HP.
Quell the Pack (Costs 1 Action). Anser can target any number of beast type creatures and give them simple commands, such as "stand down", "attack this person", "defend this place", etc. The beasts will follow this command to the best of their abilities and Anser can't give any commands that will result in certain death.
Deforestation (Costs 1 Action). Anser can bestow sentience to any plants he sees and can telepathically communicate with them. These plants' stats are affected in the same way as Awaken and will follow Anser's commands as best as possible. He can use this on plants that are already sentient to command them like Quell the Pack
Description
The Adventurer is a person shrouded in mystery. A storyteller clad in orange whose face is obscured by a scarf and their tattered hat, and not lingering for more than a day in a given town, tends to catch the eye of strangers in taverns when looking for a job to do, even more than the small fox at their side with a sprig of holly attached to a little scarf around their neck, which they refer to as The Comrade.
Truthfully, Anser used to be part of a research team from an unknown realm who was monitoring the effects of time dilation. Anser was in charge of monitoring the effects of time dilation on plants and animals before they were tested on humans. When one of the other researcher's experiments went horribly wrong, the entire research team was transported to what is now referred to as the Celestial Realm. Anser and the other 10 researchers ended up creating the world of Deliquio. Anser was in charge of making basic animals and plants, essentially being a god of nature. After the world was finished, the new gods decided to descend upon the land and live their own lives in this new world.
Anser is notoriously curious about everything that the new inhabitants of this world have to offer, thinking that his divine form of a large white fox-like beast he decided to masquerade as a less assuming fox. Anser is a kind individual who was happy to help to remedy the problems of anyone who made it through the forest. Eventually, Anser was growing bored with the lack of adventurers who made it through the forest. So he started on a voyage around the world with one of his other colleagues, Deneb, who was really just interested in the lives that the people of Deliquio were living. And so began the journey of The Adventurer and The Comrade.
Lair and Lair Actions
Anser typically lives in huge forests, filled with flora of many kinds and covers the forest will billowing mist that can only be seen when inside. Anser typically makes plants sentient with Awaken to guard the forest against intruders alongside his doubles made of mist. Anser's residence is in a clearing somewhere in the forest, this clearing is void of fog, filled with many herbs that are typically used for medicine and potions and has a Teleportation Circle in the middle.
Lair Actions
On initiative count 10 (losing initiative ties), Anser takes a lair action to cause one of the following effects; the Anser can’t use the same effect two rounds in a row:
- Anser can use Mist Doubles by drawing in the mist surrounding his residence. (If possible)
- The many flowers covering the ground sprout up and try to grab Anser's enemies. Everyone in the clearing except Anser must succeed on a DC 20 saving throws or be Restrained. At the start of each players' turns, if they are restrained, they can spend an action to retry the saving throw.
Regional Effects
The region containing Anser’s lair is in a deep forest, which creates one or more of the following effects:
- The thick fog in the forest obscures the vision of everyone in the forest. Unless they have Truesight, nobody can see more than 20 ft in front of them, and any attacks that have a target at least 5 feet away are made at a disadvantage.
- Faint, somber chimes of a music box can be heard in the forest, and grow louder near Anser's lair.
- Anser and other gods of his choices are no longer restricted to his material form.
If Anser leaves the Material Plane, these effects fade over the course of 2d6 days.
Previous Versions
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